[REQUEST] Fixing Grand Mastery with a Practical, Non Culmulative System That Actually Works.
Debaser
Member Posts: 669
Below is a link to a thread I put in the general discussion about the True Grand Mastery Mod, Grand Mastery as a feature in general for BG1 & BG2, and the mechanics of how it should function, vs what we really get in BG1 and BG2. It's had over 650 views in just a few days so I know it's a subject of some interest level.
http://forum.baldursgate.com/discussion/4981/true-grand-mastery-mod-yay-or-nay#latest
I didn't totally understand all the different versions from various PNP D&D rulesets to BG1 and BG2 at the time.
But here is a link to how PNP mechanics worked in 2nd Edition rules:
http://www.zayix.com/pages/character_creation/Skills/Weapon_w2.html
Now I realize the game has to simplify these rules and make them work in context....but the final bonus in BG2 of another bonus to Speed and to Hit is just simply not worth the final proficient point. In fact because of the lack of additional attacks it's rarely worth going over two points into any weapon, making almost all other warrior classes far superior due to their natural bonuses to the fighter class.
Because Grand Mastery fails to add bonus damage or an extra additional attacks in BG2 Mechanics, and because TuTu is a big starting point for BG EE, I wanted to respectfully, and formally request that the mechanics of Grand Mastery be looked at closely. There was a mod called "True Grand Mastery", but instead of building off of that mod since I can't seem to find a list of what it entailed, I'm going to offer starting points on what I think would be a decent but not overpowered bonus tree making the final dots worth the points.
As far as I understand bonuses should not be cumulative, but rather each level should overwrite the last level of bonuses. So these bonuses do NOT stack:
ONE DOT: "Proficient" No penalties with the selected weapon style.
TWO DOTS: "Specialized" +1 to hit and +2 to damage and one extra ½ attack per round with the selected weapon.
THREE DOTS: "Mastery" +2 to hit and +2 damage, one extra ½ attack per round.
FOUR DOTS: "High Mastery" +2 to hit and +2 to damage, one extra ½ attack per round, -1 to speed factor.
FIVE DOTS "Grand Mastery" +2 to hit and +3 to damage, one extra 1 attack per round, -1 to speed factor.
Now this doesn't adjust critical hit rates to 19-20 THACO roles like with PNP rules, but I figure the game has a balance to maintain...and just by finally having a full additional attack with a modified speed factor you're upping your chances for a critical hit, also the additional damage shows that you really know how to hurt a guy.
The speed factor bonus seems small but it does help with spell interruption, and illustrates finesse with your weapon.
But I want to know what you think. Should this be considered as a feature? What are your thoughts? I don't want suggest something overly powered, but I want fighters to be obviously better than other warrior classes with their main weapon if they put the time in, otherwise there is nothing that makes them standout. And they become merely an obvious dual class option to beef up a character's hit points and fighting skills a bit.
1
This discussion has been closed.
Comments
Proficiency Slot Table:
1 slot: No penalties for using the weapon.
2 slots: +1 to hit, +2 to damage, an extra half attack per round.
3 slots: +3 to hit, +3 to damage, an extra half attack per round.
4 slots: +3 to hit, +4 to damage, an extra half attack per round, -1 to Speed Factor.
5 slots: +3 to hit, +5 to damage, one extra attack per round, -3 to Speed Factor.
It is not cumulative, but the total bonus at each level of course Somewhere in the fixed forum section.
And since everything has been said, and said again, I'll close the topic in some time since it has already been adressed
[edit] I've added Tanthalas detail
1 slot: No penalties for using the weapon.